Why are rays with whitelist/blacklist laggier than normal rays

Please tell me if this is the wrong category and I will change it, I don’t understand where I would put this.

I would like to know why rays with whitelist/blacklist are so slow compared to a normal ray without one? I am creating a optimizer for a block based game and when I use normal rays it is perfectly normal. However, when I use rays with a whitelist or blacklist, then studio almost crashes every time. (The whitelist is every block in the game by the way)

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Do you have any evidence to prove that? I tried it on a very low end laptop, it works perfectly fine for me.

(I HAVE FIXED THIS BY USING A DIFFERENT METHOD)

I mean it IS shooting out over 6000 rays at once, but the difference is that rays with whitelist is laggy and rays without it is not laggy.

My specs:

GTX 1080
i7 2600
16gb ram

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Well seems like your pc is better than mine, because I only have 4GB RAM(3.90GB usable), intel 2.0pGHz 3th gen and intel graphics HD 3600.

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Why would you need to whitelist all parts in the workspace?

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Basically, my optimization system checks for blocks around other blocks. However, it also detects players so I need to whitelist only the blocks.

You could blacklist the descendants of new player characters instead of whitelisting the whole workspace, this might reduce the lag you’re getting.

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